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Savita K. Sugathan

Other affiliations: Petronas
Bio: Savita K. Sugathan is an academic researcher from Universiti Teknologi Petronas. The author has contributed to research in topics: Learning disability & User experience design. The author has an hindex of 2, co-authored 16 publications receiving 22 citations. Previous affiliations of Savita K. Sugathan include Petronas.

Papers
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Proceedings ArticleDOI
15 Jun 2010
TL;DR: A rule-based asthma system provides advice for patients who would like to know the chances of getting an asthma attack are based on the patient's current asthma condition and surrounding environment, and allows patient's self-management to lead a healthy, asthma-free lifestyle.
Abstract: Asthma is a very common disease that may become lethal if remained untreated. An asthma patient must always be alert with their body condition, especially their respiratory and the surroundings they are in. This paper proposes a development of a rule-based asthma system. This system provides advice for patients who would like to know the chances of getting an asthma attack are based on the patient's current asthma condition and surrounding environment. To do so, the patients will answer questions to enable the system to understand their current health condition and the environment they are living in. It will then provide suggestions to avoid the attack, or to hasten asthma recovery, which includes environmental factors. Data regarding asthma was gathered through an interview with doctors and online medical resources. A rule-based algorithm was developed based on the data gathered. With this program, it allows patient's self-management to lead a healthy, asthma-free lifestyle.

6 citations

Proceedings ArticleDOI
01 Nov 2017
TL;DR: The purpose of this paper is to investigate the existing mobile app model that is related to Dyscalculia children, to identify the factors that influence Dyscalculated children in learning and to propose the mobile app design model for Dyscalculation children in Malaysia called Calculic Kids.
Abstract: Learning disability (LD) is a situation where a person has difficulties in receiving, processing and storing information in their brain. There are many types of learning disabilities including reading (Dyslexia), math (Dyscalculia) and writing (Dysgraphia). The utilization of mobile learning has increased in education practice for LD children. Despite an increased interest in mobile learning, it is surprising that very limited empirical research has actually been conducted on the mobile app design model for Dyscalculia children especially from the perspectives of mobile app designers and developers. The purpose of this paper is to investigate the existing mobile app model that is related to Dyscalculia children, to identify the factors that influence Dyscalculia children in learning and to propose the mobile app design model for Dyscalculia children in Malaysia called Calculic Kids. Hence, this research work starts with rigorous literature review search on the domains related to LD, Dyscalculia and existing mobile app model. Next, all the relevant literatures were consolidated and analyzed. From literature review, two existing mobile app models related to Dyscalculia children were reviewed and analyzed. This has resulted in identifying 3 factors and 19 components in Initial Calculic Model.

4 citations

Proceedings ArticleDOI
13 Nov 2009
TL;DR: The results indicate that the storytelling approach is practiced deliberately and in deliberately by educators, and educators believe that storytelling can facilitate the learning process in higher education and encourage the critical thinking skills in students.
Abstract: In today’s education scenario, educators intentionally and unintentionally use stories as part of their teaching tool to increase students’ understanding. While storytelling is widely recognized tool in classroom teaching, its implementation and acceptance in higher education institution in Malaysia is still unclear. This paper reports a case study that explores the perception of educators in the usage of storytelling as a teaching aid in courses at Universiti Teknologi PETRONAS. The objectives of this study are to explore the usage of stories and acceptance of stories as a teaching aid in lecture as well as issues faced by the educators in utilizing the storytelling approach. This study is an exploratory case study that uses a mixed method approach. Data were collected from June until December 2008 through interviews, questionnaires and non-participant observation. Results show that 67% of the participants have used stories in their lectures. Overall, the results indicate that the storytelling approach is practiced deliberately and in deliberately by educators. The usage of storytelling has raised a number of issues such as lack of understanding and lack of awareness of the approach. However, educators believe that storytelling can facilitate the learning process in higher education and encourage the critical thinking skills in students.

4 citations

Proceedings ArticleDOI
15 Jun 2010
TL;DR: The needs of football websites in Equatorial Guinea are demonstrated to show the lack of medium to share the football news, need a platform to keep themselves updated and exchange opinion with other fan, and implementing a football website could give benefit in terms of promoting the league to the outside world.
Abstract: This paper demonstrates the needs of football websites in Equatorial Guinea (EG) which is one of the smallest country in African continent. The websites is designed with the purpose to encourage information sharing and promoting EG football team among football fans from inside and outside of EG. This research is initiated based on three (3) key factors : 1) EG people would like to promote their football national team; 2) the lack of medium to share the football news; 3) need a platform to keep themselves updated and exchange opinion with other fan. Implementing a football website also could give benefit in terms of promoting the league to the outside world. Pre-implementation questionnaires were distributed to EG citizens and the result is analyzed to evaluate the needs. The feedback from the respondents on the websites features and design will be evaluated before it is transformed into a portal that will surely fulfill all the users' requirement and also the needs of EG citizens.

2 citations


Cited by
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Journal ArticleDOI
TL;DR: The intent of this work is to present the state-of-the-art of various aspects of wireless body area sensor network, its communication architectures, wireless body Area sensor network applications, programming frameworks, security issues, and energy-efficient routing protocols.
Abstract: Wireless body area sensor network is a sub-field of wireless sensor network. Wireless body area sensor network has come into existence after the development of wireless sensor network reached some ...

146 citations

Journal ArticleDOI
TL;DR: In this article, the impact of digital addiction on physical health among Malaysian adolescents was studied, and it was concluded that excessive gaming among adolescents can cause various negative impacts on an individual, such as obesity, back pain, and neck pain, orthopaedic/joint muscle, eyesight problem, hearing problem, as well as physical inactivity.
Abstract: The advancement of technology has enabled powerful microprocessors to render high-quality graphics for computer gaming. Despite being intended for leisure purposes, several components of the games alongside the gamer’s environmental factors have resulted in digital addiction (DA) towards computer games such as massively multiplayer online games (MMOG). Excessive gaming among adolescents has various negative impacts on an individual. However, only a few researchers have addressed the impact of DA on physical health. Thus, the primary objective of this research is to study the impact of DA on physical health among Malaysian adolescents. This study focuses on Malaysian adolescents of ages 12–18 years old who are addicted to computer games, specifically the MMOG. The methodology used for the study involves focus group discussions (FGD) and extensive literature study. The FGD sessions have involved both medical experts and game experts. The outcome of FGD discussion is recorded and justified with the existing relevant literature from high-impact journals, theses, conferences, books, and reports. This paper provides evidence of five physical health impacts of DA associated with adolescents. The factors of DA, the addiction components existing in MMOG computer games, and the DA health risk assessment are presented in the results section. Based on the study, it is concluded that DA among Malaysian adolescents can cause various impacts on physical health such as obesity, back pain, and neck pain, orthopaedic/joint muscle, eyesight problem, hearing problem, as well as physical inactivity.

21 citations

Proceedings ArticleDOI
01 Mar 2016
TL;DR: It is hypothesized that having contributors use stories to enter their tacit knowledge themselves into a KMS will overcome their reluctance thus making the overall process successful and becoming explicit knowledge available to anyone who requires it.
Abstract: Since the 1990s, Knowledge Management Systems (KMS) have been largely unsuccessful in the collection of tacit knowledge. This includes direct input by the holder of the tacit knowledge into a KMS or through an intermediary such as the collection of tacit knowledge through interviews and videos then posting the data to a KMS. The reasons span the organizational, technological, and individual. In this paper, we concentrate on the tacit knowledge reasons that spans the technological and individual. We believe that tacit knowledge can be effectively and consistently collected from the contributors themselves and placed into a KMS by the contributors using a storytelling-based approach. This study extends past research that collected stories using interviews and videos. The methodology utilizes a storytelling-based KMS, developed in a relational database management system (RDBMS), for Domain Experts (DEs) to contribute their tacit knowledge. It is hypothesized that having contributors use stories to enter their tacit knowledge themselves into a KMS will overcome their reluctance thus making the overall process successful. Once tacit knowledge is entered into a KMS, it becomes explicit knowledge available to anyone who requires it.

6 citations

Journal ArticleDOI
TL;DR: The findings reveal that Dyscalculia is a brain based specific learning disability, which often co-exist with other neurological disorders such as Dyslexia and attention-deficit hyperactive disorder (ADHD).
Abstract: Children with Dyscalculia show deficits in the basic understanding of quantities and numbers, which cause difficulties in math skills acquisition despite adequate schooling. This study summarizes the current knowledge regarding causes, diagnosis and treatment of Dyscalculia in Malyasia from a clinician’s perspective. The findings reveal that Dyscalculia is a brain based specific learning disability, which often co-exist with other neurological disorders such as Dyslexia and attention-deficit hyperactive disorder (ADHD). Symptoms of Dyscalculia include difficulty in reading, writing, counting, arithmetic calculation, direction co-ordination, finger counting agnosia and time management. A computer-based Diagnosis of Dyscalculia should measure all the possible difficulties that are faced by Dyscalculic patient along with other disorders that might co-exist with Dyscalculia and IQ. Care can be provided to Dyscalculia children using one-on-one intervention and the implementation of a standard policy based on health professionals, teachers, parents for diagnosis and treatment. The study also shows the need for more research into the current situation, diagnosis and intervention of dyscalculic cases in Malaysia to help meet the needs of these dyscalculic children.

6 citations